
Class ( ^^ij-L f _ 
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COFVRIGHT DEPOSm 




/ SPRINGFIELD, MASS. : 
]). E. FISK & COMPANY, Publishers. 

18 7 7. 



Entered according to Act of Congress, in the year 
BY D. E. FISK & CO., 
In the Office of the Librarian of Congress, at Washw 



Weaver, Shipman & Co. Printers, 
Springfield^ Mass. 



Castle-Gammon, 



^ASTLE-GAMMON is a Game 
lljPI of recent invention, combining the moves 
^^^ and principles in Chess, and the moves 
and chances in Back-Gammon, and more fascin- 
ating than either. It can readily be learned by 
Chess and Gammon players, and those who do 
not understand either game will find it much 
easier to learn than Chess alone, and when 
familiar with the moves they will find it a great 
assistance in learning Chess. We do not 
claim that the game is equal to Chess, but 
still, there is the same opportunity to exercise 
skill and judgment in making the moves, sub- 
ject to the chances as governed by the dice. 

When familiar with the game, players will 
find it superior to any other, Chess alone 
excepted. Many object to Chess, as being a 
severe tax on the mind, both in playing and in 
the attempt to learn. In Castle-Gammon they 
will find a substitute which will afford them 
full as much pleasure, without the severe tax- 
ation of the mental faculties. 

The game has been examined and played 
by good experienced chess players, and they 



CASTLE-GAMMON. 



without exception pronounce it equal to all we 
claim. It is well adapted to gratify a desire 
for amusement in the better class of society. 
Can easily be learned by youths of both sexes, 
and will add greatly to the pleasures of the 
home circle, so much needed by all. 

The time occupied in playing a game may 
be ten minutes, or one hour or more, as this 
depends on the throws of the dice, skill and 
judgment of the players. 

No person can truly judge of the merits of 
the game by seeing one or five games played, 
and it is possible that as many games may be 
played without the King being driven from the 
Castle, or either Flag being captured. 

There is a fascination in Castle-Gammon, so 
much so, that all who are fond of games are 
anxious to learn as soon as they have seen it. 

For explanations, rules and hints, which are 
as exphcit and brief as possible, see the fol- 
lowing pages. To the "new scholar" it may 
seem a task to learn, but this is not the case, i 
for as soon as the pieces are placed on the 
board, players will find assistance the same as I 
with a diagram in scientific studies. j 

Patent applied for. I 



CASTLE-GAMMON. 

THE BOARD 

on which this game is played, is sixteen inches 
square, each square being one inch in diameter, 
making 256 squares in all. The light or large cen- 
ter square composed of sixteen smaller squares is 
the Castle ; the line round the Castle is the Wall, 
and all outside, the Field. 

The Men or Pieces are placed on the corner of 
the squares. Double corner at the right. 

THE PAWNS 

are the smallest pieces ; each player having twelve, 
placed on the "King-row" in front of the figures 
from l»to G, corresponding with the dots on the dice, 
each Pawn taking the name from the line on which 
it is placed, 1st, 2d, &c., either before or any time 
during the game. The Dice designates which Pawns 
to move and the distance. 

The next in hight are 

THE SENTINELS, 
each player having two, placed on the line in front 
of letters S. 

The next in hight are ' 

THE BISHOPS, 
placed next the Sentinels in front of the two letters B. 

The next in hight is 

THE QUEEN, 
placed between the Bishops in front of letter Q. 

THE KING, 
the next tallest piece, is placed three squares or 
points, directly in front of the Queen. 



CASTLE-GAMMON. 



THE FLAG 

is placed one square in front of the King — the object 
of which is to assist the King in keeping out of check. 

Each player has 

THREE DICE; 
two of the common kind, and one Initial Dice, 
(invented expressly for this game,) to designate the 
piece to move. On one side Q for Queen, B for 
Bishops ; on two sides S for Sentinels, and on two 
sides P for Pawns. Doublets not counted as in 
Back-Gammon. No dice used for the King. The 
Flag-Staflf is stationary till captured. When the 
pieces and Pawns are placed in position, each player 
throws the two dotted Dice, and the one who gets 
the highest number takes possession of the Castle, 
by placing his Flag in the center, and his King one 
point in the rear. His opponent then throws the 
Three Dice and begins 

THE MOVES. 

The Pawns move in a straight line forward, as in 
Chess, and can capture any opposing Pawn at the 
end of the move designated by the Dice — for in- 
stance — the Dice gives 3 — 5, if there is a Pawn on 
either or both points given they can be taken. No 
Pawns can take a piece,* placed on the same line. 
Pawns can take Pawns or any piece on the next 
line by moving one Square only and diagonally. 

No Pawn can enter the Sentinel's line, as this 

would prevent its reaching the King Row, as no 

Pawn is allowed on the Castle Wall. Pawns can 

— ^*King, Queen, Sentinels and Bishops are called Pieces, same as 
in Chess. 



CASTLE-GAMMON. / 

check the King when he is in the Field — ^they can 
be captured by the King or any other piece. When 
a Pawn reaches the King Kow it must remain there, 
(unless captured) till it can be exchanged for a cap- 
tured piece — same as in Chess. No exchange can 
be made between the throw of the Dice and a move. 
A captured Pawn cannot be replaced on the board, 
during the game. 

At the first call for Pawns, the move must be 
made by two in order to bring them out sooner in 
the Field, but subsequent moves can be made by 
one or two Pawns as the jjlayer may choose, the 
same as in Back-Gammon. 

If there is no Pawn on the line given by the Dice, 
no move can be made, as also in Back-Gammon. 
All moves by Pawns or pieces are imperative, if 
possible, no matter how much risk is incurred or 
detriment to the player. 

We will introduce another rule for moving the 
Pawns, which some players might prefer ; as it gives 
more freedom in playing, but all pieces would stand 
a greater risk of being captured, and more caution 
should be used in playing them. The Kule : 

After the first two Pawns are moved, the player 
can make the Pawn-move with one or two Pawns 
without any regard to the line on which they stand. 
For instance — the Dice gives "Pawn 2 — 5," the I 
move can be made by the 1st — 3d, or any other Pawn 
the player may choose. 

We leave the two rules optional with players, and , 
think experience will prove the first to be the best, ' 
though more moves may be lost than by the second. I 



O CASTLE-GAMMON. 

Generally no more moves will be lost in Castle-Gam- 
mon than in Back-Gammon. 

The Sentinels move the same as Castles in 
Chess ; in a straight line forward, backward, right 
and left, on any part of the Field or Castle Wall, 
but not inside the Castle. All of the above moves 
can be made wdth one or both Sentinels as the 
player may choose. As the inventor found it incon- 
venient to introduce "the Knight" as in Chess, he 
gives the Sentinel the privilege of making the two 
moves indicated by the Dice at right angles, (with 
one Sentinel as a matter of course) thus : |" for- 
ward and to the right, or any way the right angle 
can be made, but there can be no intervening pieces 
or Pawns on the lines, as U the case in tlie Knight's 
move in Chess. The Sentinels when on the Wall 
cannot be captured by any piece from the outside, 
but can be captured by the King or Queen, when 
either are in the Castle. 

The moves of the The Bishops are the same as 
Bishops in Chess, diagonally, with one or both. 
Owing to the Castle being in the center of the Field, 
this peculiar move was found to be somewhat limi- 
ted, consequently the inventor gives the "right angle" 
move to the Bishop also, but always on the diagonal 
line, with no intervening piece or Pawn. The 
Bishop cannot be placed on the Castle Wall, except 
on either of the four corners, subject to the same 
rules in regard to its own protection and liability to 
be captured, as the Sentinel. 

The moves of The Queen are almost unlimited, 
same as in Chess — and for both Dice. It can move 
in a straight line for'Tard, backward, right and left. 



CASTLE-GAMMON. i) 

at right angles, same as the Sentinel, or diagonally 
same as Bishops. It can make the diagonal moves 
at right angle also. The Queen is the only piece 
that can enter the Castle, and this only, to capture 
the Flag — which i^ placed in the center of the Cas- 
tle — for instance — If the throw is " Queen G — 1," 
and at fix points from the Flag, the Queen takes the 
Flag, places herself in the center of the Castle, and 
then moves one point — then the player places his 
own Flag in the center of the Castle, and his King 
on the first point behind it, same as his opponent at 
the commencement of the game — the Queen to 
remain in the Castle, till the Dice designates her 
removal. The Flag now in the Castle is liable to 
be captured same as the first. If the Queen can- 
not move after she has been placed in the Flag's 
position, the player must wait till the Dice order her 
removal, before he can place his Flag and King in 
the Castle. The Queen while on the Castle Wall 
/ cannot be captured by any piece outside. 

The King moves only one point at a time, and this 
only when i)laced in check, same as in Chess. He 
cannot place himself in check or cross a check. He 
«an be driven outside of the Castle Wall, into the 
Field, and can be checked same as in the Castle. 
He cannot be placed in the Castle again or on the 
Wall unless his own Queen captures his opponent's 
Flag, and then both Flag and King must be rein- 
stated same as at the commencement of the game, 
if by so doing he is not in check. If so, he can 
take any x>osition the player chooses in the Castle. 
The King can capture any of his opponent's pieces 
or Pawns in the Field, or his Flag in field or Castle. 



10 CASTLE-GAMMON. 

Both Kings may chance to be in the Castle at the 
same time, and a King who has lost his Flag may be 
reinstated without leaving the Castle, but neither 
will often occur. We will report a case : 

"The "White Queen captured the Black King's 
Flag and moved out of the Castle as the Dice desig- 
nated ; then the player placed the White Flag in the 
center of the Castle, and his King on the first point 
in the rear — here the White Flag was between both 
Kings, and at equal distance from each. Before the 
Black King had been checked and compelled to 
move, the Black Queen captured the White Flag, 
and put the White King in check ; then placed the 
Black Flag in position, leaving the King on the first 
point in the rear, as before. The White King had 
to retire out of check and was soon driven out of 
the Castle." 

Such plays as this make the game exciting and 
intensely interesting. 

When the King is in check and cannot get out of 
check, the game is ended. 

When a player finds it impossible, by loss of 
pieces to give the final check to liis opponent's King 
he must give up the siege, and acknowledge a 
defeat. When both players find by loss of pieces I 
that neither can give the final check to the King, it i 
is a draw game. 

HINTS TO PLAYERS. j 

Each player should aim to carry one or more i 
Pawns into the Kmg Row as soon as there is a ( 
chance ; to be prepared for an exchange, as any [ 
])iece is liable to be captured in the first stage of 
the game. [ 



CASTLE-GAMMON. 1 1 

Avoid as much as possible placing a piece in front 
of your own Pawns, for by so doing you may lose 
a move — but place them as much as you can in 
front of your opponent's Pawns. When a chance is 
given, place a Pawn within one move of your oppo- 
nent's pieces in the next line, as this may give you a 
chance to capture the piece before he can remove it. 

Always bear in mind that there is not the cer- 
tainty of capture as in Chess, but a chance, and a 
Pawn or piece may remain in danger some time 
before it can be taken. 

A player may be justified in some cases, to make 
a bold, risky move — for instance, if there is a chance, 
move your Sentinel to your opponent's King Row, 
and capture his Sentinel — here you get one of his 
best pieces, and stand the risk of losing no better 
piece, while you may at the next throw take Ms 
Queen. 

Keep as many of your Pawns at home as long as 
you can, if you can make the moves with those 
advanced, for in the latter stage of the game you 
may have large numbers on the Dice and might loose 
all or a part of the move. Aim to capture any ot 
your opponent's Pawns, as soon a^ a chance is 
offered, as this lessens his chance to make ex- 
changes. Pawns should support Pawns if they can, 
though liable to a removal the next throw of the 
Dice. Keep a constant watch on all pieces and for 
chances. 

Place one or both Sentinels on the Castle Wall 
as soon as you can, for it is the safest place on the 
board, and prevents your opponent passing his Sen- 
tinel on this line towards your own King Row, while 



1 2 CASTLE-GAMMON . 

it gives you a fine chance for future moves. Avoid 
as much as possible placing a piece near your own 
King, in such a position that your opponent might 
soon place a piece bearing on this, which you could 
not remove if you had a chance, as it would leave 
your King in check. 

Keep an eye on the King in nearly all moves, for 
there is much excitement and interest in the game, 
and players will be apt to leave their own King in 
check or even check their opponent's King una- 
wares, unless they are vigilant. Be watchful for a 
chance to place a Bishop on the corner of the Cas- 
tle — for he is comparatively safe ; and in this posi- 
tion he has a better chance to move than in any 
other on the board. Recollect the moves of the 
Bishop are more limited than any other piece, conse- 
quently i)lace him in the best position possible. Better 
lose a Bishop than a Sentinel or even a Pawn, if the 
Pawn has a clear chance for the King Row. Watch 
for a chance to place your Queen in position to bear 
on your opponent's Flag in Castle, for the next 
throw for Queen may give you a chance to take it, 
as this weakens the King, by being more exposed to 
checks. Drive the King out of the Castle if you 
can, for he has less protection in the Field. When 
your own King has been driven out, keep if possi- 
ble two squares or more from the Castle Wall, as by 
so doing he has a better chance to escape his final 
check. Keep your King as near your opponent's 
pieces or Pawns when he is being checked, as this 
may enable you to make a capture with it in the 
next move to get out of check, at the same time 
your opponent should prevent this mo^e if possible. 



CASTLE-GAMMON. 13 

When you have placed a Pawn in the King Row, 
and have lost only a Bishop, it may be well to wait 
a few moves before you exchange, for you may lose 
a Sentinel or Queen, and then you can exchange for 
a better piece. Bishops are of more value in the 
latter part of the game than in the first, as there will 
be more room to execute this move. 

As the squares and moves are more numerous 
than on the Chess-board, it may seem difficult to 
to make or trace the moves ; but players will soon 
get accustomed to rapid moves by following this 
rule : 

From the first attempt to learn, trace all moves 
by the eye, and not by placing your finger from 
point to point, for you might misplace some of the 
pieces. Practice will soon bring freedom and ease 
in moving. 

Any queries in regard to rules, points or condi- 
tions of the game, arising between players, which 
they do not understand, will be cheerfully answered 
by the publishers, if accompanied Avith a 3 cent 
postage stamjj. 



14 CASTLE-GAMMON. 

The Pawns and Pieces are in 
Bronze, Gold and Silver Plated, and 
in Character, which adds greatly to 
the interest of the game. 

The Folding Board is elegantly 
finished in Fine *' Leatherette" and 
Gilt, to which are added Dice and 
Boxes. 

Retail Price, .... $5.00 

Sold in Book and Fancy Goods 
Stores, or sent to any address by 
mail, post-paid, nicely packed in box, 
on receipt of price. 

D. E. FISK & CO., 

Publishers and Manufacturers^ 
Springfield, Mass. 






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